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qualcomm-crash.html (4012B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>Qualcomm program link crash Tests</title>
     12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
     13 <script src="../../../js/js-test-pre.js"></script>
     14 <script src="../../../js/webgl-test-utils.js"></script>
     15 <script id='vshader1' type='x-shader/x-vertex'>
     16 precision highp float;
     17 void main() {
     18 gl_Position = vec4( 1.0, 1.0, 1.0, 1.0 );
     19 }
     20 </script>
     21 <script id='fshader1' type='x-shader/x-fragment'>
     22 precision highp float;
     23 uniform int renderType;
     24 uniform sampler2D texMap;
     25 void main() {
     26    vec2 uv = vec2(0.0, 0.0);
     27    if( renderType == 0 ) {
     28        gl_FragColor = texture2D( texMap, uv );
     29    } else {
     30        vec4 texture = texture2D( texMap, uv );
     31        gl_FragColor = texture;
     32    }
     33 }
     34 </script>
     35 
     36 <script id='vshader2' type='x-shader/x-vertex'>
     37 attribute vec3 vertex_position;
     38 uniform mat4 matrix_model;
     39 uniform mat4 matrix_viewProjection;
     40 
     41 attribute vec4 vertex_boneWeights;
     42 attribute vec4 vertex_boneIndices;
     43 
     44 uniform sampler2D texture_poseMap;
     45 uniform vec2 texture_poseMapSize;
     46 
     47 mat4 getBoneMatrix(const in float i)
     48 {
     49    float j = i * 4.0;
     50    float x = mod(j, float(texture_poseMapSize.x));
     51    float y = floor(j / float(texture_poseMapSize.x));
     52 
     53    float dx = 1.0 / float(texture_poseMapSize.x);
     54    float dy = 1.0 / float(texture_poseMapSize.y);
     55 
     56    y = dy * (y + 0.5);
     57 
     58    vec4 v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y));
     59    vec4 v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y));
     60    vec4 v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y));
     61    vec4 v4 = texture2D(texture_poseMap, vec2(dx * (x + 3.5), y));
     62 
     63    mat4 bone = mat4(v1, v2, v3, v4);
     64 
     65    return bone;
     66 }
     67 
     68 void main(void)
     69 {
     70    mat4 modelMatrix = vertex_boneWeights.x * getBoneMatrix(vertex_boneIndices.x) +
     71                       vertex_boneWeights.y * getBoneMatrix(vertex_boneIndices.y) +
     72                       vertex_boneWeights.z * getBoneMatrix(vertex_boneIndices.z) +
     73                       vertex_boneWeights.w * getBoneMatrix(vertex_boneIndices.w);
     74 
     75    vec4 positionW = modelMatrix * vec4(vertex_position, 1.0);
     76    gl_Position = matrix_viewProjection * positionW;
     77 
     78 }
     79 </script>
     80 <script id='fshader2' type='x-shader/x-fragment'>
     81 precision highp float;
     82 void main() {
     83    gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 );
     84 }
     85 </script>
     86 </head>
     87 <body>
     88 <div id="description"></div>
     89 <div id="console"></div>
     90 <script>
     91 "use strict";
     92 description("This test checks a known bug in some Qualcomm drivers which causes crashes when linking certain shaders. <a href='https://code.google.com/p/chromium/issues/detail?id=498947'>crbug.com/498947</a>");
     93 
     94 debug("");
     95 
     96 var wtu = WebGLTestUtils;
     97 var gl = wtu.create3DContext();
     98 
     99 gl.canvas.addEventListener("webglcontextlost", function(e) {
    100   testFailed("WebGL context lost");
    101 });
    102 
    103 if (!gl) {
    104    testFailed("WebGL context does not exist");
    105 } else {
    106    testPassed("WebGL context exists");
    107    debug("");
    108 
    109    if (gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision == 0) {
    110        testPassed("highp precision not supported");
    111    } else {
    112        var program1 = wtu.setupProgram(gl, ['vshader1', 'fshader1']);
    113        if (!gl.getProgramParameter(program1, gl.LINK_STATUS)) {
    114            testFailed("Program failed to link");
    115        }
    116        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
    117 
    118        debug("");
    119 
    120        var program2 = wtu.setupProgram(gl, ['vshader2', 'fshader2']);
    121        if (!gl.getProgramParameter(program2, gl.LINK_STATUS)) {
    122            testFailed("Program failed to link");
    123        }
    124        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
    125    }
    126 }
    127 
    128 // Cycle through a rAF once to give any webglcontextlost events a chance to propagate
    129 window.requestAnimationFrame(function() { finishTest(); });
    130 
    131 debug("");
    132 var successfullyParsed = true;
    133 </script>
    134 
    135 </body>
    136 </html>